Vengence

Medium humanoid (tiefling), lawful evil

Creature / NPC • CR 5 • Agent of Asmodeus

Armor Class
15 (half-plate)

Hit Points
85 (10d8 + 40)

Speed
30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 16 (+3)
Features & Traits

Saving Throws. Con +7, Wis +4, Cha +6

Skills. Deception +6, Intimidation +6, Stealth +5, Religion +4

Senses. Darkvision 60 ft., passive Perception 11

Languages. Common, Infernal

Challenge. CR 5 (1,800 XP)

Infernal Resistance. Vengence has resistance to fire damage.

Fiendish Ward (Recharge 6). As a bonus action, Vengence surrounds herself in infernal sigils for 1 round. Until the start of her next turn, she gains a +1 bonus to all saving throws.

Minor Tricks. Vengence can create small sensory effects (a whispered word, a faint sound, or a subtle visual flicker) for roleplaying and distraction; these are flavor-only unless the DM rules otherwise.

Actions

Multiattack. Vengence makes one Hellforged Blade attack. She can instead use an Infernal Bolt.

Hellforged Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage plus 4 (1d6) fire damage. If the target is a creature, it can’t benefit from temporary hit points until the start of Vengence’s next turn.

Infernal Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target.
Hit: 8 (1d6 + 3) fire damage plus 4 (1d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.

Hellish Command (Recharge 4–6). Vengence targets one creature she can see within 60 feet. The target must succeed on a DC 14 Wisdom saving throw or obey a one-word command on its next turn, functioning like the command spell.

Infernal Invocation (1/Day). Vengence chooses a point she can see within 60 feet. A 10-foot-radius sphere of searing hellfire erupts centered on that point and persists until the end of her next turn. When a creature starts its turn there or enters the zone for the first time on a turn, it must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a success. The area is difficult terrain and lightly obscured by smoke.

Legendary Actions

Vengence gets 1 legendary action per round.

Quick Slash. Vengence makes one Hellforged Blade attack.

Duergar Cultist

Medium humanoid (duergar), lawful evil

Creature • CR 1/2

Armor Class
12 (scale)

Hit Points
27 (5d8 + 5)

Speed
25 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 11 (+0) 10 (+0) 8 (-1)
Actions

War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Backup Rally (Recharge 5–6). The cultist shouts a brief command. One allied Duergar cultist within 30 ft. can use its reaction to make one melee attack immediately.

Frostbound Devil

Medium fiend (devil), lawful evil

Creature • CR 6 • Cult infernal agent

Armor Class
17 (natural armor)

Hit Points
95 (10d8 + 50)

Speed
30 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 12 (+1) 13 (+1) 16 (+3)
Features & Traits

Saving Throws. Con +9, Wis +4, Cha +6

Skills. Intimidation +6, Perception +4, Stealth +5

Damage Resistances. bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities. cold (reflecting infernal adaptation to the cult's patronage)

Senses. darkvision 60 ft., passive Perception 14

Languages. Common, Infernal

Challenge. CR 6 (2,300 XP)

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Chill Aura (1/Short Rest). As an action, the devil can exhale a wave of numbing cold in a 10-foot radius. Creatures in the area must succeed on a DC 15 Constitution save or have their speed halved until the end of their next turn; on a failure by 5 or more they also take 7 (2d6) cold damage.

Frost Step. As a bonus action, the devil can move through ice or snow without penalty and leaves slippery ground (difficult terrain) in a 5-foot-wide trail behind it for 1 minute.

Actions

Multiattack. The devil makes two attacks: one with its Ice-Clawed Strike and one with its Frost Bolt.

Ice-Clawed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (1d10 + 7) slashing damage plus 6 (1d12) cold damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Frost Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target.
Hit: 10 (2d6 + 3) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn.

Hooked Chain (Recharge 5–6). The devil hurls a barbed, ice-covered chain at a target within 30 feet. On a hit the target takes 9 (1d8 + 5) piercing damage, and the chain pulls the target up to 10 feet closer to the devil. The target can resist with a DC 15 Strength saving throw, taking half damage and not being pulled on success.

GM note: Use the Frostbound Devil as a local infernal enforcer adapted to the tundra. It excels at controlling space, isolating targets, and working with cultists to herd enemies into kill zones. Avoid giving it overly complex spellcasting; let its movement and aura be the main threat.